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xericsin
Famous Hero
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posted September 01, 2017 07:17 AM |
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Edited by xericsin at 07:23, 01 Sep 2017.
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Thanks Sal.
I didnt make my words clear.
This is what I can do:
Let players specify the targets of effects through clicking.
Let AI randomly cast effects.
This is what I want to have but cant do yet:
I want the Player to randomly cast the effects as AI does, after pressing A for auto combat in the battle.
Then I need to know whether the action is done by a player (I know how) and in auto combat phase (Dont know how).
I have thought of checking mouse click and keyboard input. But that could be complicated and not accurate.
So I am asking is there a simple check on auto combat. (Not quick combat)
****************************************************
and I want to know what is flag 999. Thanks.
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igrik
Promising
Known Hero
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posted September 01, 2017 10:55 AM |
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xericsin said: Thanks Sal.
So I am asking is there a simple check on auto combat. (Not quick combat)
!!UN:C6919200/4/?y1; [y1 - combatmanager]
!!VRy2:Sy1 +78532; [y2 - _ptr_ autoCombat]
!!UN:Cy2/1/?y3; [y3 - autoCombat status]
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xericsin
Famous Hero
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posted September 02, 2017 08:07 AM |
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Edited by xericsin at 15:35, 02 Sep 2017.
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igrik said:
!!UN:C6919200/4/?y1; [y1 - combatmanager]
!!VRy2:Sy1 +78532; [y2 - _ptr_ autoCombat]
!!UN:Cy2/1/?y3; [y3 - autoCombat status]
THis is very nice.Hahaha!
Thx.
*******************************
How can I change the resource types given by the resource silo?
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Kilkakon
Hired Hero
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posted September 18, 2017 06:52 AM |
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Is there a way to set a town's external appearance to that of another object? E.g. I have an Era map and have installed the "HotA objects" mod but even if I set the def file directly to the Cove town graphic in the editor it doesn't take. Note I am happy to disable production.
I've had success in the past by having towns internally looking different, which works until a building is built inside.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 18, 2017 08:59 AM |
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It certainly can be done, but not via editor, as there are more than one defs to be changed. You have to build a mod and place all proper defs inside a .pac file (ancient .lod).
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Kilkakon
Hired Hero
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posted September 18, 2017 09:21 AM |
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Alright, thanks for the help Salamandre.
I wasn't aiming for anything too fancy really, just shuffling around creatures for an existing town using ERM stuff, like my 2015 map that I posted on here.
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Kilkakon
Hired Hero
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posted September 18, 2017 05:50 PM |
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Is there a reason that
!#MP:S2/^MAINMENU^;
Isn't changing the music of Rampart to the main menu screen? It worked in WoG.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 18, 2017 09:46 PM |
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Thats because MP receiver was disabled in Era. Use:
ZVSE
;enable MP receiver
!#UN:C5876817/4/496825064;
!#UN:C5876821/1/0;
Then it will work.
____________
Era II mods and utilities
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igrik
Promising
Known Hero
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posted September 19, 2017 09:08 AM |
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; play any MP3 in folder "mp3"
!!VRz1:S^MainMenu^;
!!UN:C6919188/4/?y1;
!!SN:E5877680/2/y1/z1/1/1;
; penult param - play first: off(0), on(1)
; last param - loop: off(0), on(1)
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Kilkakon
Hired Hero
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posted September 19, 2017 02:43 PM |
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Thanks guys
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keldorn
Promising
Known Hero
that casts green flames
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posted September 25, 2017 05:34 PM |
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How difficult is it to code this idea?
Hey guys!
We all know how powerful a tool ERM really is, but I'm still stuck at the basics with it. I'm slowly making my way forward into learning it, but at the same time I'm constantly coming up with ideas that I eventually would like to do with ERM. I'm always collecting ideas that I wish to implement into the game once I learned to fully use ERM. And one of my ideas was to change the ability of the Griffin. Now, I'm not particularly concerned about how it would mess with the game balace or how brilliant or stupid this idea is, for the moment all I'm interested in is how difficult (if at all posibble) is it to program this into the game. The idea goes as follows:
I'd like to change the 2 retaliations ability of the Griffin, and instead give it "3 strikes per turn". Meaning, if a griffin is attacked once before it takes its turn, then it will still have 2 strikes left so it will hit the target twice. However, if 3 units attack the griffin, all taking one retaliation and thus one strike away from the griffin, it will not be able to attack that turn (it can only move but not attack). This way, a griffin would be able to attak 0, 1, 2 or 3 times depending on how many strikes was taken away from it in form of retaliations in that turn. So this is my goal, and I'm almost positive it is possible to do with ERM, just how long does it take to develop the skills to do this, in other words how difficult do you think this task is? Thanks in advance for your comments
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RerryR
Promising
Supreme Hero
Researching Magic
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posted September 25, 2017 06:10 PM |
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keldorn said: Hey guys!
We all know how powerful a tool ERM really is, but I'm still stuck at the basics with it. I'm slowly making my way forward into learning it, but at the same time I'm constantly coming up with ideas that I eventually would like to do with ERM. I'm always collecting ideas that I wish to implement into the game once I learned to fully use ERM. And one of my ideas was to change the ability of the Griffin. Now, I'm not particularly concerned about how it would mess with the game balace or how brilliant or stupid this idea is, for the moment all I'm interested in is how difficult (if at all posibble) is it to program this into the game. The idea goes as follows:
I'd like to change the 2 retaliations ability of the Griffin, and instead give it "3 strikes per turn". Meaning, if a griffin is attacked once before it takes its turn, then it will still have 2 strikes left so it will hit the target twice. However, if 3 units attack the griffin, all taking one retaliation and thus one strike away from the griffin, it will not be able to attack that turn (it can only move but not attack). This way, a griffin would be able to attak 0, 1, 2 or 3 times depending on how many strikes was taken away from it in form of retaliations in that turn. So this is my goal, and I'm almost positive it is possible to do with ERM, just how long does it take to develop the skills to do this, in other words how difficult do you think this task is? Thanks in advance for your comments
I think it is possible. Taking away retaliation is possible. I have already seen creatures attack or move twice per round somewhere. And making a creature forbit to attack should also be possible.
But overall i would say for a beginner is very difficult to combine all this. You have to practice your ERM with Monster Flags and a lot of !?BG0, !?BG1 and !?BR triggers. Also handling monster stacks.
Try to tackle each problem seperatly and post code here. After that try to make one solid script.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 25, 2017 06:52 PM |
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is difficult to code, and you need special ERA event !?FU77006 (read manual)
Then there is an example of attack twice same turn in my mod Tew4, although I must admit I asked Bersy for help and the result still looks like quantic physics even to me.
!?BA0&1000;
[...]
!!BA:H0/?v8000 H1/?v8001;
[...]
!!HEv8000:O?v8002;
!!OW:Iv8002/?v122;
!?BR&v997=>0/1000;
!!VRy1:S100;
!!VRvy1:S0;
!!VRy1:+1;
!!SN&y1<=120:G1;
!!IF:V100/1;
!!VRv121:S-1;
!?FU77006&100;
!!SN:X?y1/?y2;
!!VRy3:Sy1*21+y2;
!!if&v121<>-1:;
!!VRy4:Sv121:21;
!!if&y4=v122:;
!!VRy5:Sy4*-21+v121;
!!VRy6:S100+y5;
!!if&vy6=0:;
!!BMv121:F?y7;
!!VRy7:&167772160;
!!if&y7=0:;
!!BMy5:N?y99;
!!FU&y99<=0:E;
!!SN:Xy4/y5;
!!VRvy6:+1;
!!FU:E;
!!en:;
!!en:;
!!en:;
!!en:;
!!VRv121:Sy3;
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keldorn
Promising
Known Hero
that casts green flames
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posted September 26, 2017 04:51 PM |
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Holy lord, this is some advanced stuff Anyway, I'll remember to return to this when I have a deeper understanding, so thank you for your help
____________
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RerryR
Promising
Supreme Hero
Researching Magic
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posted September 28, 2017 02:41 PM |
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Edited by RerryR at 14:42, 28 Sep 2017.
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igrik i assume you are the author of the FUN.erm
If i get it right, the usage of for example:
!?FU7700;
!!FU7701:P0/25/1/151000; *change the description of basic sorcery*
will basically allow me to replace all z-vars? I just tested it and it seems to work. So no more limitation to z1 - z999? i can just use .ert file?
If so that would be awesome. Or is there something i'am missing before i begin to rewrite all of my Mods.
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igrik
Promising
Known Hero
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posted September 29, 2017 07:22 AM |
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RerryR said: Will basically allow me to replace all z-vars? Or is there something i'am missing before i begin to rewrite all of my Mods.
Yes and no. I am the author of only the function !?FU7701.
The author of the all script "FUN.erm" (and mod) is Algor.
Yes, you use the function correctly. Yes, you can replace all the z-variables using the ert-file. It's enough.
Important! But the descriptions go down when you press "F12"
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robizeratul
Known Hero
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posted October 18, 2017 08:17 PM |
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when an ERM script affects a single creature, how is that creature determined ?
For example. I am making my map in Heroes 3 the succesion wars mod. In Rampart the lvl 2 creature is the dwarf and the lvl 4 creature is the dendroid.
In the H3SW mod, Rampart is replaced with Sorceress. Lvl 2 creature is dwarf but lvl 4 creature is satyr.
Does a script for dendroid work on H3SW equivalent ? Or does something more need to be done?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 18, 2017 08:20 PM |
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Every creature has its ID. if you replace with other creature, the ID remains. So a dragon replacing a goblin will still have goblin ID, is calculated in function of the def name.
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robizeratul
Known Hero
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posted October 28, 2017 09:10 PM |
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Salamandre said: Every creature has its ID. if you replace with other creature, the ID remains. So a dragon replacing a goblin will still have goblin ID, is calculated in function of the def name.
Thank you Salamandre! You are always helpful !
I have 3 things to say, first if someone could help me with a script, don't know how simple this is:
1)Script: At the end of each battle all units in the hero army are set to 100. Only affects red player. So if 20 die, 20 get resurrected. if all 100 die, all get resurrected
2)Second thing is a question. I Think I remember this for somewhere...but I am not sure. Didn't find this option in WOG (maybe I missed it?) I want this map to be played by pro players. I know unit position in the beginning of the map can be really important. So my question is:
Can tactics be turned off? I am thinking of an on/off switch/command. If map is played on easy difficulty, then it might not be useful. If it's played on hard (or if a hard enemy is found) then players could turn it on.
3)This too, I don't know if possible.Secondary skills to cast spells on creatures.
For example: Basic offense 30% dmg, casts basic blood lust on troops(last 7 turns) advanced 50% dmg, advanced bloodlust(last 7 turns) expert 75% dmg,advanced bloodlust, lasts 10 turns.
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igrik
Promising
Known Hero
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posted October 29, 2017 06:37 AM |
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** 2) Can tactics be turned off?
!?PI; and in GM0
!!UN:C4597829/1/235; off tactics
!!UN:C4597829/1/117; if you need again on tactics
** 3)This too, I don't know if possible.Secondary skills to cast spells on creatures.
!?FU3150;
!!BG:Q?y1;
!!BA:Hy1/?y2;
!!FU&y2<0:E;
!!HEy2:S22/?y3;
!!FU&y3<1:E;
!!VRy4&y3=1:S1; !!VRy4&y3>1:S2;
!!VRy5&y3<3:S7; !!VRy5&y3=3:S10;
!!UN:C6919200/4/?y10;
!!SN:E5915616/2/y10/43/3/y1/1/2;
!!SN&v1<>0:E5898560/2/y10/43/-1/3/-1/y4/y5;
!?PI; and in GM0
!!SN:L^EraPluginserm_hooker.era^/?y1;
!!FU&y1=0:E;
!!SN:Ay1/^SetHook^/?y2;
!!SN:Ey2/1/4608191/3150;
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